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  • 05/04 유니티 쉐이더 램버트, 블린퐁, 스탠다드
    유니티/쉐이더 2021. 5. 4. 16:37

    스탠다드 램버트 블린퐁

     

     

    Lambert
    #pragma 스탠다드를 Lambert로
    inout 매개변수타입를 SurfaceOutput로

    BlinnPhong
    #pragma 스탠다드를 BlinnPhong로
    inout 매개변수타입를 SurfaceOutput로

     

     

    스탠다드

    Shader "Custom/Standard"
    {
        Properties
        {
           
            _MainTex ("Albedo (RGB)", 2D) = "white" {}
            
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 200
    
            CGPROGRAM
            #pragma surface surf Standard
    
    
            sampler2D _MainTex;
    
            struct Input
            {
                float2 uv_MainTex;
            };
    
            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
    
    
            void surf (Input IN, inout SurfaceOutputStandard o)
            {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
                o.Albedo = c.rgb;
               
                o.Alpha = c.a;
            }
            ENDCG
        }
        FallBack "Diffuse"
    }
    

     

    램버트

    Shader "Custom/Standard"
    {
        Properties
        {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white" {}
            _Glossiness ("Smoothness", Range(0,1)) = 0.5
            _Metallic ("Metallic", Range(0,1)) = 0.0
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 200
    
            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Lambert
    
         
            sampler2D _MainTex;
    
            struct Input
            {
                float2 uv_MainTex;
            };
    
            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
    
            
            void surf (Input IN, inout SurfaceOutput o)
            {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                o.Albedo = c.rgb;
                o.Alpha = c.a;
            }
            ENDCG
        }
        FallBack "Diffuse"
    }
    

     

     

    블린퐁

    Shader "Custom/Standard"
    {
        Properties
        {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white" {}
            _Glossiness ("Smoothness", Range(0,1)) = 0.5
            _Metallic ("Metallic", Range(0,1)) = 0.0
            _SpecColor ("Specular Color", color) = (1,1,1,1)
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 200
    
            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf BlinnPhong
    
    
            sampler2D _MainTex;
    
            struct Input
            {
                float2 uv_MainTex;
            };
    
            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
    
           
    
            void surf (Input IN, inout SurfaceOutput o)
            {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                o.Specular = 0.5;
                o.Gloss = 1;
                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
    
                
                o.Alpha = c.a;
            }
            ENDCG
        }
        FallBack "Diffuse"
    }
    
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